DEVIL MAY CRY
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Japanese Title: デビル メイ クライ
Hardware: PlayStation 2
Format: DVD-ROM
Genre: ACTION (3D)
Released: AUGUST 23, 2001
Publisher: CAPCOM
Developer: CAPCOM
Official Sites: JAPAN, US

By Alex Kierkegaard
May 11, 2009

What Devil May Cry did, that no game before it had done and no game since has quite managed to equal (and certainly with nowhere near as much style and flair), was make you feel as the protagonist in an action-heavy anime film. Though not just any anime film, mind you, but specifically one where the hero has all kinds of crazy supernatural abilities and where lengthy, elaborate battles are almost constantly raging across the four corners of the screen. In theory, stuff like that can be awesome to watch, especially if you are on the younger side and don't require much by way of plot complications to satisfy you, but the truth is that, despite the mesmerizing light show and all the pyrotechnics, this sort of thing can, and often does, get boring. It is the largely arbitrary nature of the fighting that's mostly to blame for this, since the more -- and the more wildly supernatural -- abilities you give the hero and his opponents, and the less time you spend demonstrating them and their limitations, the less the viewer will be able to keep up with what's going on, and the less invested he will remain in the action. More pedestrian anime films, like the average samurai- or military-themed ones, have an easier time of it, since everyone agrees that the range of powers and abilities of a swordsman or a modern-day soldier should be much more limited compared to, say, those of an angel or a demon, and thus easier to guess without lengthy exposition. This makes it easier for the director to handle, and thus better manipulate, the viewer's expectations, and in so doing make him care more for the outcome of each battle.

The viewer must, paradoxically, be able to form predictions on the outcome of a battle in order to care at all about it -- predictions, of course, which might and often should be frustrated, but which are nevertheless necessary in order to maintain his attention. This is what's paradoxical, or at least seemingly paradoxical, about the whole business: the goal of an anime film (as that of any work belonging to a narrative-driven medium) is to surprise the viewer (for anything that won't surprise us bores us), but in order to be more effectively surprised one must be surprised out of some previously imagined expectation. -- Note that I am here focusing solely on action scenes; plot quality has of course an even greater impact on the viewer's level of involvement with a film, and a strong plot will always make up for any deficiencies in the setup and direction of the action, but forgetting this for the moment and isolating the action scenes from the rest, this is how things stand.

Now in the world of videogames the "arbitrariness" problem vanishes, since there is nothing arbitrary at all about a videogame: interactions are always resolved according to a strict set of rules. We know from the start, or very soon learn, exactly what our avatar is capable of as well as his opponents. These parameters determine the level of challenge of each encounter, failing to overcome which will always lead to death. There are no last-minute rescues here, as in the movies; no fortuitous discoveries of inner strength reserves: the hero does not always survive -- indeed he usually dies -- which is why not only is playing an action game more fun than watching an action film, but also watching someone else play an action game can be more fun than watching an action film. To cut this short and finally get to the freaking point: in 2001 the world had had about enough of boring anime action films; what it needed was the experience of such a film in the form of a videogame, and Capcom was the company that first figured out how to do it.

But how was this accomplished? What did this game have that so many of its predecessors in the (by that time reasonably well-populated) 3D action genre lack? In five words: a fuckload of cool moves. You can't really expect to create a decent simulation of the action scenes in stuff like Vampire Hunter D, with just kick, punch, slash, jump and magic attack, which is more or less about all that previous 3D brawlers had to offer. Triple jump, shoot with shotgun on the way down, double piercing move and slash in the face -- yeah motherfucker. The anime thrives on speed, agility, variety, and the only way to translate is to make a game that is fast, smooth and . Worth pointing out is also the fact that a 3D game is much more suited than a 2D one could ever be. DMC was one of those games (along with Wolfenstein 3D, Tenchu, GTA III, among others) where the extra start to pay off.

And that's what it comes down to: what we have here is an action puzzler in which the puzzles are for retards and the action non-existent, so that most of the time you get the worst of both worlds: a stage whose "solution" you figure out in a single glance, but the implementation of which is a chore that takes several tedium-filled minutes. Before long you'll be thankful for the brief pointless gimmick stages in which you pretty much do nothing, and which, compared to the longer ones, will come to feel like a refreshment. And, on top of all that, the pacing is completely shot: there are stages half-way through the game that are easier than the second one. And though in principle additional challenge can be found by replaying stages for improved stats (goo balls used, no. of moves, clear time), this sort of thing only improves already great games — in crap games it merely increases the aggravation.


On the positive side I could say a lot about the meticulousness of the presentation: it is clearly where most of the work (and talent) has gone. Most stages look distinct, even within a single chapter, something highly unusual for the genre. Though a few aspects could be criticized (color gradient abuse, for one), the overall atmospheric effect (visuals + sound + music) is often entrancing, and in places even surpasses similar recent Japanese efforts (Loco Roco et al.) Stage 2-3, for example, with the red background and the howling wind effect, is almost unforgettable. Stages like that made me wish they had ditched the half-baked action/puzzle system and went with a pure action design. I would love to see this engine used in a run 'n gun for instance. Not that any Western devs (indie or not) know how to make these games, but just sayin'. Even a subpar run 'n gun (of, say, Alien Hominid quality) would have been preferable to what this game actually is.

Another thing I hated was how the start screen shows you right away all of the game's chapters. Stuff like this is unforgivable: a game is supposed to be an adventure for fuck's sake — into the unknown — featuring mystery and suspense — not a series of chores in which I am ticking off checkboxes until I reach the "Epilogue", whose fuckin' subtitle I am told before I've had a chance to even start the game!

Meh. Indie losers.

And there's more. These so-called "2D Boyz" are also — guess what — artfags! Who'd 'a thunk it? The entire game has been drenched inside a vat of indie artfag circlejerk Karamazov jizz — there's jizz dripping everywhere! Pretentious messages in the start-up loading screen include stuff like "filtering moral", "diagramming fun", and, the clincher, "debating games as art". I mean we already know that game programmers are uneducated, but do we have to be reminded in the loading screen? I guess it's like a sport for them: aerobics, yoga, "debating games as art". That's what they do on weekends. Apart from making indie games at Starbucks, of course, something which the 2D Backstreet Boyz take pride in telling everyone, but that's what happens when you are a Cappuccino-guzzling, coffee-house frequenting, peace-sign flashing faggot.

And then you have cringe-worthy cinematics with the pseudo-ironic-environmental-social-commentary bullshit meter going through the roof. Stages filled with signs which, though initially helpful and with a tastefully understated sense of humor, become increasingly annoying and forced down your throat as you progress. More importantly, they never leave you in peace to figure shit out for yourself (what little shit there is to figure out, that is...) There is even a sign that says some shit I can't remember, and ends with "Just think of the gameplay possibilities!", or something like that. — What about the GAME possibilities, retards! Ever think of those?! Needless to say all this just left a rancid taste in my mouth, in addition to the boredom induced by the game proper.

Oh and the "metagame" — another selling point, nowadays obligatory for artfags (they abuse the "meta" prefix almost as much as "art" and "abstraction"), in which you use the extra goo balls in your collection to build the highest structure in the world — a structure which, if you know some elementary mechanics, you'll quickly realize can only have one of a couple of different possible designs.

To sum up: even ignoring all the artfag idiocy, there's precious little here apart from cool gfx and a neat 2D physics engine. So should the 2D Boyz get a free pass for making a neat little physics engine? But what am I going to do with the physics engine? The park outside my apartment has a physics engine too, but if I can't come up with some sort of a game to play in it all I can do is lie on the grass and soak up the sun. Relaxing for sure, but unless you are 50+ gets old quite fast. Physics engines do not make games — game design makes games, and though that often includes a physics engine, it also — as the indie hipsters and the artfags would do well to learn — includes a whole lot more besides.
  


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